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This horrifying Discipline allows a vampire to focus and channel his
madness into the mind of his victim. It is the signature power of the Malkavians
after the Antitribu infected their Camarilla
bretheren via the Malkavian Madness Network (previously they used Dominate
to "share" their enlightenment). Though anyone mak learn this Discipline,
few Kindred ask the Lunatics to teach it to them. Although many
are more than happy to "enlighten". The user himself need not be insane,
but it tends to be a major part in the wisdom gathering areas of the Discipline.
Also, the power does not cause cause madness in the victim, but rather
opens doors within the victim's mind and lets what is already present flood
out.
Passion
Allows the vampire to either amplify or dull the subjects emotions
to great extremes. Thought eh vampire cannot chose which emotions to effect,
he can decide whether to accentuate or dull. With this he can turn true
love into casual interest or mild sadness into depression.
Roll Charisma + Empathy, Difficulty of the subject's Humanity. The number of successes indicates the duration of time the subject is affect. Also, these mental states may add or reduce to Difficulty rolls for resisting Frenzy, Presence, and Virtue rolls. Consult chart below:
1 Success------One Turn.
2 Successes---One
Hour.
3 Successes---One
Night.
4 Successes---One
Week.
5 Successes---One
Month.
6+ Successes-Three
Months.
The Haunting![]()
The vampire can manipulate the sensory centers of the subjects brain,
making him see, smell, or hear things that are not really there. These
images are brief and fleeting and so the subject only get a small glimpse
of each image. Also, the vampire may chose what sense is being effected
but cannot control what images the subject percieves. The images usually
come when the subject is alone and mostly at night. And they are always
unpleasant and unnerving.
Roll Manipulation + Subterfuge, and spend a Blood Point. The Difficulty is the subject's Perception + Self-Control. The number of successes determines the amount of time the subject is "haunted". Consult the chart below:
1 Success------One Night.
2 Successes---Two
Nihgts.
3 Successes---One
Week.
4 Successes---One
Month.
5 Successes---Three
Months.
6+ Successes-One
Year.
Eyes of Chaos![]()
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Allows the vampire to piece together from the chaos of nature, or one
person's actions, a kind of hidden wisdom. He can anaylize the patterns
of behavior in a person, or string to gether random events to get at some
truth. Staying true to the enigmatic persona of the Malkavians, this power
is uncannily accurate.
Roll Perception
+ Occult,
and concentrate for one turn. The vampire can then distinguish from what
he has deduced the Nature
of a person or anything the vampire might like to figure out. The Difficulty
is determined by the intruicacy of the pattern examined. For example, fiquring
out the Nature of a stranger would be (Difficulty
9) while a friend would be 8.
Voice of Madness![]()
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Allows a vampire to enduce intense hallucinations upon his victim.
Simply by addressing his victim a loud allows the vampire to unleash the
inner demons of the victim thus causing great fear or depression. The effects
of this power can be extremely tragic as the victim tries to exorcise his
demons any way possible.
Roll Manipulation
+ Empathy,
and spend a Blood
Point (Difficulty 7). The number of successes
dictates how many victims are effected, though they all have to be in earshot.
All creautres capable of Frenzy
must do a Frenzy roll at a Difficulty of +2.
Mortals immediately go nuts and don't remember anyting they did while in
that state.
Total Insanity![]()
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Allows the vampire to tap into the deepest recesses of the victim's
mind and unleashing it in an overwhelming wave of hysteria. Mortal, Kindred,
all sentient creatures should fear this ability.
Roll Manipulation + Intimidation, and spend a Blood Point. Difficulty of the the victim's Willpower. If successful the victim is afflicted with five Derangements. The duration is dictated by the number of successes. Consult the chart below:
1 Success------One turn.
2 Successes---One
night.
3 Successes---One
week.
4 Successes---One
month.
5+ Successes-One
year.
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